In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server.
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I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects.
How can I skip out on writing network code yet leaving it fairly easily implemented, that ...

I'm working on a multiplayer checkers game. I want to let players choose another connected player and invite him to play. I have a working game engine and rendering, but I'm stuck on the multiplayer ...

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...

I am writing a simple game for 2 players, where they have to make turns after each other (select a few objects to remove from the screen) and press "End turn" at the end to pass the turn to another ...

I'm developing a simple game (for Android, using LibGDX Framework) and I would like to implement multiplayer feature to it. So, since the main project with the logic of the game in LibGDX is separated ...

So if the Thread pool handles 10 players out of 100 per second, this could make a delay that will be no good for real-time games, so as I see it that MultiThreaded will be better, thus it will handle ...

I am building an online multiplayer game in which the users gain some type of resource based on their stats from time to time, let's say once per minute they gain 100 resources each. My question would ...

I am currently working on a networked first person shooter. I have created a server implementation that can synchronize player data. But while implementing a damage system, I realized that I almost ...

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...

I'm trying to implement a basic client-server setup for my game. But what confused me was how I would approach sending updates.
Would I do:
Server has a tickrate, let's say at 20ms. Each tick would ...

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...

I've created a voxel game in C++, OpenGL and SFML, and I want to make it multiplayer.
I'd like to make it similar to Minecraft's client-server model: The single-player is just a client to the hidden ...

In order to use certain approaches to multiplayer physics, it requires that the clients calculate exactly the same values for physics simulations. That "exactly" is a very big word here and goes all ...

For my game's multiplayer matchmaking and back-end, every player is assigned a unique GlobalID and LocalID. The GlobalID is used for keeping track of all players and the LocalID is for keeping track ...

I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server.
The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...

I have a multiplayer RTS game with every unit assigned an ID.
How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...

I have made great strides in creating a custom built server browser for UDK. It registers servers with a master, and the client can download the list and populate the server browser.
However I'd like ...

For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this ...